* Fixes a bug with the main loop. Removes unnecessary optimizations for RDRand. * WIP - Rewriting packets. * Cleanup and updates README * Converts more packets * Fixes header * Converts Effects packets. * Forgot the send command * Adds the start of containers packets. * Adds message packets with caching * Extends the send methods * Starts to add Acquire methods * Converted the packets * Cleanup * Cleanup * Adds more packets * Adds more packets * Fixes clearing arrays from pool. Adds Mobile Incoming * Converts more packets. * Moves more packets * Moves more packets * Test compression * Merges * Migrating to an idiomatic syntax that also supports compression, and proxying. * Optimize the stack alloc. Changes attributes * Converted container packets * Visual Studio doesn't auto save files. I am still getting used to subpar IDEs. * Adds static packet caching. Will profile later. Converts more packets * Fixes packets and changes how compression is configured * WIP - Adds basics for Gumps. Not finished though. * Fix file * Fixes formatting * Changed SpanWriter to be more idiomatic. * Fixes Span vs RawSpan and missing stackallocs * Converts over some more gumps * WIP - Deletes 32bit support. * Drops RDRand32 support. * Fixes gump compilation * Converting gump components * Removes old huffman compression function * Revert signature for backwards compatibility * WIP - Converting more gump components * Creates ArraySet for the strings. Updates AppendTo to reference that. * Converts the maining gump components * Cleans up gump components * Cleans up directives * Cleans up ArraySet and moves it. Adds null-coalescing-assignment * Cleanup, Target Packets, and C# 8 changes. * Removed OPL Packet * World packets * Fixing packet uses * Cleans up code. Fixes packet uses in various places. * More cleanup for packets * Code cleanup * Converts more packet uses and cleans up more code * More code cleanup * Finishes fixing the packets in Item * Updates secure trade packets * Updates core and gets it to compile. * Moved packets to scripts. Fixed account handler use of packets * Code cleanup * Updates chat packets * Code cleanuo * Adds party packets, but need to implement them. * Party packets WIP * Finishes party packets * Rearrange movement namespaces and classes * Finishes plant packets * Code Formatting * Fixes moving effects * Code cleanup, eliminates equipinfo * Adds more packets. Fixes bugs with various packets. * Finishes mahjon packets * Fixes mahjong packet * Code cleanup * Finishes mahjong packets * Adds Map packets * Add multifacet maps and charts * Cleans up some packets with UTF8 * Optimizes packets * Cleans up more packets. Moves the MessageHelper * Removes assistant support. Removes extended protocol. Incorporates MapUO packets as normal packets. * Updates protocol extensions packet receiver * Fixes a few bugs. Fixes a few more packets. * Code cleanup and fixing more packets * Fixes packet effects * Cleaned up more code * Buff Icon cleanup * Removed unused constructors * Code Cleanup. Adds BoatHS Packets * Moves house files. Updates house foundation packets. * Deployment cleanup * Fixes: * Code cleanup * More code cleanup * More code cleanup * Cleaned up BaseHouse * Enforces styling * Converts foreach to linq where possible. * Dont need that * Goals/Readme updates * Removes 32bit support at the highest level. Turns on HRT by default. * Code cleanup. Fixes extended features packet. * Fixes various bugs * Code cleanup * Code cleanup * Code cleanup. Fixes gump X/Y assignment. * Code cleanup using |= operator * More code cleanup * Cleanup * Fixes spacing issues. Thanks Visual Studio. You suck. * Compiler error * Fixes NPE from RunUO 2.7 * Renames ScriptCompiler to AssemblyHandler. Fixes packets. Updates README * Fixes more packets. Stupid trailing nulls. * Fixes various bugs. * Fixes for gumps * Fixes more gump stuff. Going to split it out later since it is getting insane * Recoded the gump writing * WIP * *Added output path of scripts project to dev branch *Activated debugging in code
304 lines
7.9 KiB
C#
304 lines
7.9 KiB
C#
using Server.Multis;
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using Server.Regions;
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namespace Server.Items
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{
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[Flippable(0x1f14, 0x1f15, 0x1f16, 0x1f17)]
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public class RecallRune : Item
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{
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private const string RuneFormat = "a recall rune for {0}";
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private string m_Description;
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private BaseHouse m_House;
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private bool m_Marked;
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private Map m_TargetMap;
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[Constructible]
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public RecallRune() : base(0x1F14)
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{
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Weight = 1.0;
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CalculateHue();
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}
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public RecallRune(Serial serial) : base(serial)
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{
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}
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[CommandProperty(AccessLevel.Counselor, AccessLevel.GameMaster)]
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public BaseHouse House
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{
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get
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{
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if (m_House?.Deleted == true)
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House = null;
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return m_House;
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}
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set
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{
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m_House = value;
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CalculateHue();
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InvalidateProperties();
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}
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}
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[CommandProperty(AccessLevel.Counselor, AccessLevel.GameMaster)]
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public string Description
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{
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get => m_Description;
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set
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{
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m_Description = value;
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InvalidateProperties();
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}
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}
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[CommandProperty(AccessLevel.Counselor, AccessLevel.GameMaster)]
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public bool Marked
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{
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get => m_Marked;
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set
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{
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if (m_Marked != value)
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{
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m_Marked = value;
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CalculateHue();
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InvalidateProperties();
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}
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}
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}
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[CommandProperty(AccessLevel.Counselor, AccessLevel.GameMaster)]
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public Point3D Target{ get; set; }
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[CommandProperty(AccessLevel.Counselor, AccessLevel.GameMaster)]
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public Map TargetMap
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{
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get => m_TargetMap;
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set
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{
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if (m_TargetMap != value)
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{
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m_TargetMap = value;
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CalculateHue();
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InvalidateProperties();
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}
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}
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}
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public override void Serialize(GenericWriter writer)
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{
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base.Serialize(writer);
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if (m_House?.Deleted == false)
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{
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writer.Write(1); // version
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writer.Write(m_House);
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}
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else
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{
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writer.Write(0); // version
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}
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writer.Write(m_Description);
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writer.Write(m_Marked);
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writer.Write(Target);
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writer.Write(m_TargetMap);
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}
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public override void Deserialize(GenericReader reader)
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{
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base.Deserialize(reader);
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int version = reader.ReadInt();
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switch (version)
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{
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case 1:
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{
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m_House = reader.ReadItem() as BaseHouse;
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goto case 0;
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}
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case 0:
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{
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m_Description = reader.ReadString();
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m_Marked = reader.ReadBool();
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Target = reader.ReadPoint3D();
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m_TargetMap = reader.ReadMap();
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CalculateHue();
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break;
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}
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}
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}
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private void CalculateHue()
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{
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if (!m_Marked)
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Hue = 0;
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else if (m_TargetMap == Map.Trammel)
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Hue = House != null ? 0x47F : 50;
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else if (m_TargetMap == Map.Felucca)
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Hue = House != null ? 0x66D : 0;
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else if (m_TargetMap == Map.Ilshenar)
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Hue = House != null ? 0x55F : 1102;
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else if (m_TargetMap == Map.Malas)
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Hue = House != null ? 0x55F : 1102;
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else if (m_TargetMap == Map.Tokuno)
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Hue = House != null ? 0x47F : 1154;
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}
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public void Mark(Mobile m)
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{
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m_Marked = true;
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bool setDesc = false;
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if (Core.AOS)
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{
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m_House = BaseHouse.FindHouseAt(m);
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if (m_House == null)
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{
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Target = m.Location;
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m_TargetMap = m.Map;
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}
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else
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{
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HouseSign sign = m_House.Sign;
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if (sign != null)
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m_Description = sign.Name;
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else
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m_Description = null;
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if (m_Description == null || (m_Description = m_Description.Trim()).Length == 0)
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m_Description = "an unnamed house";
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setDesc = true;
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int x = m_House.BanLocation.X;
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int y = m_House.BanLocation.Y + 2;
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int z = m_House.BanLocation.Z;
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Map map = m_House.Map;
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if (map?.CanFit(x, y, z, 16, false, false) == false)
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z = map.GetAverageZ(x, y);
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Target = new Point3D(x, y, z);
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m_TargetMap = map;
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}
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}
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else
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{
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m_House = null;
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Target = m.Location;
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m_TargetMap = m.Map;
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}
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if (!setDesc)
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m_Description = BaseRegion.GetRuneNameFor(Region.Find(Target, m_TargetMap));
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CalculateHue();
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InvalidateProperties();
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}
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public override void GetProperties(ObjectPropertyList list)
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{
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base.GetProperties(list);
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if (m_Marked)
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{
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string desc;
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if ((desc = m_Description) == null || (desc = desc.Trim()).Length == 0)
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desc = "an unknown location";
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if (m_TargetMap == Map.Tokuno)
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list.Add(House != null ? 1063260 : 1063259, RuneFormat, desc); // ~1_val~ (Tokuno Islands)[(House)]
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else if (m_TargetMap == Map.Malas)
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list.Add(House != null ? 1062454 : 1060804, RuneFormat, desc); // ~1_val~ (Malas)[(House)]
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else if (m_TargetMap == Map.Felucca)
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list.Add(House != null ? 1062452 : 1060805, RuneFormat, desc); // ~1_val~ (Felucca)[(House)]
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else if (m_TargetMap == Map.Trammel)
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list.Add(House != null ? 1062453 : 1060806, RuneFormat, desc); // ~1_val~ (Trammel)[(House)]
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else
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list.Add(House != null ? "{0} ({1})(House)" : "{0} ({1})", string.Format(RuneFormat, desc), m_TargetMap);
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}
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}
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public override void OnSingleClick(Mobile from)
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{
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if (m_Marked)
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{
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string desc;
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if ((desc = m_Description) == null || (desc = desc.Trim()).Length == 0)
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desc = "an unknown location";
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if (m_TargetMap == Map.Tokuno)
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LabelTo(from, House != null ? 1063260 : 1063259,
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string.Format(RuneFormat, desc)); // ~1_val~ (Tokuno Islands)[(House)]
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else if (m_TargetMap == Map.Malas)
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LabelTo(from, House != null ? 1062454 : 1060804,
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string.Format(RuneFormat, desc)); // ~1_val~ (Malas)[(House)]
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else if (m_TargetMap == Map.Felucca)
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LabelTo(from, House != null ? 1062452 : 1060805,
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string.Format(RuneFormat, desc)); // ~1_val~ (Felucca)[(House)]
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else if (m_TargetMap == Map.Trammel)
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LabelTo(from, House != null ? 1062453 : 1060806,
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string.Format(RuneFormat, desc)); // ~1_val~ (Trammel)[(House)]
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else
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LabelTo(from, House != null ? "{0} ({1})(House)" : "{0} ({1})", string.Format(RuneFormat, desc),
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m_TargetMap);
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}
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else
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{
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LabelTo(from, "an unmarked recall rune");
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}
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}
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public override void OnDoubleClick(Mobile from)
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{
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int number;
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if (!IsChildOf(from.Backpack))
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{
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number = 1042001; // That must be in your pack for you to use it.
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}
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else if (House != null)
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{
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number = 1062399; // You cannot edit the description for this rune.
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}
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else if (m_Marked)
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{
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number = 501804; // Please enter a description for this marked object.
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from.Prompt = new RenamePrompt(this);
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}
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else
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{
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number = 501805; // That rune is not yet marked.
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}
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from.SendLocalizedMessage(number);
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}
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private class RenamePrompt : Prompt
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{
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private RecallRune m_Rune;
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public RenamePrompt(RecallRune rune) => m_Rune = rune;
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public override void OnResponse(Mobile from, string text)
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{
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if (m_Rune.House == null && m_Rune.Marked)
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{
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m_Rune.Description = text;
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from.SendLocalizedMessage(1010474); // The etching on the rune has been changed.
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}
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}
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}
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}
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}
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